P1STARTY = 0
M0HEIGHT = 4
M0RESPAWNT = 255
-MAPCOUNT = 1
+MAPCOUNT = 3
OFFSETPERMAP = 6
; music volumes
rts
VerticalBlank
+ jsr Random ; just call this to seed
; game logic call
jsr ProcessJoystick
jsr GameProgress
; down pressed code
ldx ObjectY,y
dex
- cpx #$FF
+ cpx #$0
bne SaveYDown
ldx #PFHEIGHT
SaveYDown
tay
cpy #0 ; 0 does not require an offset
beq NextMapDone
-
+ dey
lda #OFFSETPERMAP
sta Temp
lda #0
.byte %00000000
.byte %00000000
+Room2LayoutPF0:
+ .byte %11110000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %00010000
+ .byte %11110000
+ .byte %11111111
+ .byte %11111111
+ .byte %11111111
+Room2LayoutPF1:
+ .byte %11111111
+ .byte %00000000
+ .byte %00000000
+ .byte %00111000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %11000000
+ .byte %01000000
+ .byte %01000000
+ .byte %01000001
+ .byte %01000001
+ .byte %01000000
+ .byte %01000000
+ .byte %11000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00111000
+ .byte %00000000
+ .byte %00000000
+ .byte %11111111
+ .byte %00000000
+ .byte %11111111
+ .byte %00000000
+Room2LayoutPF2:
+ .byte %11111111
+ .byte %10000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00011100
+ .byte %00000100
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000100
+ .byte %00011100
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %00000000
+ .byte %10000000
+ .byte %11111111
+ .byte %00000000
+ .byte %11111111
+ .byte %00000000
; Table holding all the room start addresses next to each other
; might be able to store this in 3 different tables and not have the counter
.word Room1LayoutPF0
.word Room1LayoutPF1
.word Room1LayoutPF2
+ .word Room2LayoutPF0
+ .word Room2LayoutPF1
+ .word Room2LayoutPF2
ROOMTABLESIZE = * - RoomTable
; Sound tables